fune/devtools/client/canvasdebugger/test/browser_profiling-webgl.js
Mark Banner 3e2d95e5c0 Bug 1451659 - Enable ESLint for devtools/client/{canvasdebugger,framework,scratchpad,shadereditor}/. r=jdescottes
Disable rules with many failures for now, in a way that mentored bugs can easily pick them up.
Fix other minor issues raised by various rules.

MozReview-Commit-ID: 71OQI7jLihe

--HG--
extra : rebase_source : 7eac06299e6bbc6ae84e21b263c105555a06e757
2018-04-04 23:24:04 +01:00

89 lines
3.3 KiB
JavaScript

/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if functions inside a single animation frame are recorded and stored
* for a canvas context profiling.
*/
async function ifTestingSupported() {
let currentTime = window.performance.now();
info("Start to estimate WebGL drawArrays function.");
var { target, front } = await initCanvasDebuggerBackend(WEBGL_DRAW_ARRAYS);
let navigated = once(target, "navigate");
await front.setup({ reload: true });
ok(true, "The front was setup up successfully.");
await navigated;
ok(true, "Target automatically navigated when the front was set up.");
let snapshotActor = await front.recordAnimationFrame();
ok(snapshotActor,
"A snapshot actor was sent after recording.");
let animationOverview = await snapshotActor.getOverview();
ok(animationOverview,
"An animation overview could be retrieved after recording.");
let functionCalls = animationOverview.calls;
ok(functionCalls,
"An array of function call actors was sent after recording.");
testFunctionCallTimestamp(functionCalls, currentTime);
info("Check triangle and vertex counts in drawArrays()");
is(animationOverview.primitive.tris, 5, "The count of triangles is correct.");
is(animationOverview.primitive.vertices, 26, "The count of vertices is correct.");
is(animationOverview.primitive.points, 4, "The count of points is correct.");
is(animationOverview.primitive.lines, 8, "The count of lines is correct.");
await removeTab(target.tab);
info("Start to estimate WebGL drawElements function.");
let result = await initCanvasDebuggerBackend(WEBGL_DRAW_ELEMENTS);
target = result.target;
front = result.front;
navigated = once(target, "navigate");
await front.setup({ reload: true });
ok(true, "The front was setup up successfully.");
await navigated;
ok(true, "Target automatically navigated when the front was set up.");
snapshotActor = await front.recordAnimationFrame();
ok(snapshotActor,
"A snapshot actor was sent after recording.");
animationOverview = await snapshotActor.getOverview();
ok(animationOverview,
"An animation overview could be retrieved after recording.");
functionCalls = animationOverview.calls;
ok(functionCalls,
"An array of function call actors was sent after recording.");
testFunctionCallTimestamp(functionCalls, currentTime);
info("Check triangle and vertex counts in drawElements()");
is(animationOverview.primitive.tris, 5, "The count of triangles is correct.");
is(animationOverview.primitive.vertices, 26, "The count of vertices is correct.");
is(animationOverview.primitive.points, 4, "The count of points is correct.");
is(animationOverview.primitive.lines, 8, "The count of lines is correct.");
await removeTab(target.tab);
finish();
}
function testFunctionCallTimestamp(functionCalls, currentTime) {
info("Check the timestamps of function calls");
for (let i = 0; i < functionCalls.length - 1; i += 2) {
ok(functionCalls[i].timestamp > 0, "The timestamp of the called function is larger than 0.");
ok(functionCalls[i].timestamp < currentTime, "The timestamp has been minus the frame start time.");
ok(functionCalls[i + 1].timestamp >= functionCalls[i].timestamp, "The timestamp of the called function is correct.");
}
}